Skip to main content

Canonicalism and the Computational Turn

  • Chapter
Understanding Digital Humanities

Abstract

This chapter considers the computational turn in relation to some of the diverse frameworks through which digital artifacts and practices, taken separately or explored in various configurations, are being defined, categorised, and claimed for various disciplines, sub-disciplines, anti-disciplines, or academic fields; for this tradition or that. In this process of course not only the artifacts and practices,but also the frameworks themselves, are being reconstituted. If the latter are rendered computational in various ways, the former are hacked into shape,rendered fit, or made amenable and suitable for certain modes of analysis. This kind of work might thus redefine conventional takes on computation and its (cultural, social, economic, aesthetic, material) significance, replace the traditional object of enquiry within a particular field with its computationally transformed upgrade, and relocate the field itself so that it extends across new terrain – or operates in new dimensions.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 89.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 119.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Notes

  • Aarseth, E. (1997), Cybertext: Perspectives on Ergodic Literature (Baltimore: Johns Hopkins University Press).

    Google Scholar 

  • Aarseth, E. (2001), ‘Computer Game Studies, Year One’, Game Studies 1(1): 1–4.

    Google Scholar 

  • Badmington, N. (2006), ‘Posthumanities’, in Clare Birchall and Gary Hall (eds), New Cultural Studies: Adventures in Theory (Edinburgh: Edinburgh University Press,260—72).

    Google Scholar 

  • Barbrook, R., and Cameron, A. (1995), ‘The Californian Ideology’, Mute 3 (Autumn):iv–v.

    Google Scholar 

  • Bassett, C. (2010), ‘Up the Garden Path: or How to get Smart in Public’, Second Nature 2:42—61. (http://secondnature.rmit.edu).

    Google Scholar 

  • Bassett, C. (2007), The Arc and the Machine (Manchester: Manchester University Press).

    Book  Google Scholar 

  • Barbrook, R., and Cameron, A. (1995) ‘The Californian Ideology’, Mute, Issue 3, Autumn,iv-v.

    Google Scholar 

  • Bassett, C. (2006), ‘Cultural Studies and New Media: On Being Less Forgetful’, in C Birchall and G. Hall (eds), New Cultural Studies, Adventures in Theory (Edinburgh: Edinburgh University Press, 220–38).

    Google Scholar 

  • Bassett, E., and O’Riordan, K. (2002), ‘Ethics of Internet Research: Contesting the Human Subjects Research Model’, Ethics and Information Technology 4(3): 233–47.

    Article  Google Scholar 

  • Bolter, J. D. and Grusin, R. (1999). Remediation: Understanding New Media (Cambridge, MA: MIT).

    Google Scholar 

  • Cameron, A. (1995). ‘Dissimulations: The Illusion of Interactivity’, Millennium Film Journal 28: 32–48. (http//:wmin.ac.uk./media/vb/dissim.html).

    Google Scholar 

  • Dawson, A. ‘Introduction: New Enclosures’, New Formations: 8–22.

    Google Scholar 

  • Edwards, N. P. (2001), ‘Think Piece – Making History: New Directions in Computer Historiography’, IEEE Annals of the History of Computing 23(1): 88–94.

    Article  Google Scholar 

  • Friedberg, A. (2006), The Virtual Window: From Alberti to Microsoft (London: MIT Press).

    Google Scholar 

  • Fuller, M. (2008), Software Studies: A Lexicon (London: MIT).

    Book  Google Scholar 

  • Foucault, M. (1972), The Archaeology of Knowledge (London: Routledge).

    Google Scholar 

  • Galloway, A. (2004), ‘Playing the Code: Allegories of Control in Civilization’, Radical Philosophy 128: 33–40.

    Google Scholar 

  • Gates, B., Myhrvold, N., and Rinearson, P. (1996), The Road Ahead (Harmondsworth: Penguin).

    Google Scholar 

  • Grau, O.(2007).Media Art Histories (London: MIT Press).

    Google Scholar 

  • Harwood, G. (1997), ‘Interview’, in B. Graham (ed.), Serious Games (London: Barbican Art Gallery, 38—41).

    Google Scholar 

  • Hayles, N. K. (2008), Electronic Literature: New Horizons for the Literary (Notre Dame: Notre Dame Press).

    Google Scholar 

  • Harwood, G. (1997), ‘Interview’, in B. Graham (ed.) Serious Games, (London, Barbican Art Gallery), 38–41.

    Google Scholar 

  • Hayles, K. (2009), ‘RFID: Human Agency and Meaning in Information Intensive Environments’, Theory Culture and Society 26(2–3): 47–72.

    Article  Google Scholar 

  • Hermes, J. (2009), ‘Media, Meaning and Everyday Life’, in S. Thornham, C. Bassett, and P. Marris (eds), Media Studies: A Reader, 3rd edn (Edinburgh: Edinburgh University Press, 514–23).

    Google Scholar 

  • Jenkins, H. (2004), ‘The Cultural Logic of Media Convergence’, International Journal of Cultural Studies 2004(7): 33–43.

    Article  Google Scholar 

  • Juul, J. (2001), ‘Games Telling Stories? – A Brief Note on Games and Narratives’, Game Studies 1(1).http://www.gamestudies.org/0101/juul-gts/.

    Google Scholar 

  • Latour, B. (1996), Aramis or the Love of Technology, trans. Catherine Porter (Cambridge: Harvard University Press).

    Google Scholar 

  • Latour, B. (1992), ‘Where are the Missing Masses? Sociology of a Door’, Bijker and Law (eds), Shaping Technology/Building Society: Studies in Sociotechnical Change (Cambridge, MA: MIT Press, 225–58). -->

    Google Scholar 

  • Mumford, L. (1946), Technics and Civilization (London: Routledge).

    Google Scholar 

  • Moretti, F. (2009), ‘Style, Inc. Reflections on Seven Thousand Titles (British Novels, 1740–1850)’, Critical Inquiry 36: xx.

    Google Scholar 

  • Plant, S. (1996), ‘The Virtual Complexity of Culture’, in Robertson, Mash, and Tickner (eds) Futurenatural (London: Routledge, 203–17.

    Google Scholar 

  • Ryan, M.-L. (2006), Avatars of Story (Minnesota: University of Minnesota Press).

    Google Scholar 

  • Selzer, M. (2009), ‘Parlor Games: The Apriorization of the Media Mark Seltzer’, Critical Inquiry X: 100–34.

    Google Scholar 

  • Sterne, J. ‘MP3 as Cultural Artifact’, New Media and Society 8(5): 825–42.

    Google Scholar 

  • Turner, F. (2006), From Counterculture to Cyberculture: Stuart Brand, the Whole Earth Network, and the Rise of Digital Utopianism (Chicago: University of Chicago Press).

    Book  Google Scholar 

  • Thornham, H. (2011), Ethnographies of the Videogame: Gender, Narrative and Praxis (London: Palgrave).

    Google Scholar 

  • Williams, R. (1975), Television: Technology and Cultural Form (London: Fontana).

    Book  Google Scholar 

  • Zielinski, S. (2006), Deep Time of the Media (London: MIT Press).

    Google Scholar 

  • Zylinska, J. (2009), Bioethics in the Age of New Media (London: MIT Press).

    Book  Google Scholar 

Download references

Authors

Editor information

Editors and Affiliations

Copyright information

© 2012 Caroline Bassett

About this chapter

Cite this chapter

Bassett, C. (2012). Canonicalism and the Computational Turn. In: Berry, D.M. (eds) Understanding Digital Humanities. Palgrave Macmillan, London. https://doi.org/10.1057/9780230371934_6

Download citation

Publish with us

Policies and ethics